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Fix T53914: Volumetric scattering now goes correctly through transparent surfaces.

Authored by Stefan Werner (swerner) on Jan 27 2018, 10:39 AM.



There was a check for volume bounces at every surface intersection. That could lead to a volume scattered path being terminated
when passing through a transparent surface. This check was superfluous, as the volume shader evaluation already checks the
number of volume bounces and once it passes the max, volume shaders will not return scatter events any more.

Diff Detail

rB Blender

Event Timeline

Looks good to me.

This reminds me we're not doing Russian roulette termination for volume bounces yet, we really should.

This revision is now accepted and ready to land.Jan 27 2018, 11:00 AM
This revision was automatically updated to reflect the committed changes.